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* partially done duel mode
* program options parsing via boost::program_options * Stupid AI - a stupid battle-only AI * precompiled headers for server and Stupid AI on MSVC
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@@ -105,7 +105,8 @@ public:
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bool isAllowedExchange(int id1, int id2);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, int dest); //returned value - travelled distance
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void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
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void startBattle(const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
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void runBattle();
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void checkLossVictory(ui8 player);
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void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
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void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
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@@ -119,7 +120,7 @@ public:
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void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
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void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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void setupBattle( BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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CGameHandler(void);
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~CGameHandler(void);
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